I think you're talking about the territory label text, but I'm not sure. We're going to use the legend font for the territory labels so that will probably solve that problem (if that's the one you meant).

I think you're talking about the territory label text, but I'm not sure. We're going to use the legend font for the territory labels so that will probably solve that problem (if that's the one you meant).

1. This is an objective map. Four different ones that all include holding the main stash.
2. There are 24 starting territories. Everything starts neutral except the 8 patrol cars, the 4 corner bosses, the 4 runners, the 4 corner junkies, the 4 counters.
That's 4*4 + 8 = 16 + 8 = 24
3. There are 35 other territories that start out as neutral
4. Number of neutrals on those territories has yet to be determined. But, I have provide an example image of what it could be below.

Just done:

1. Redid legend to make sector bonuses and labels clear (note that there is no bonus for Stash House and this ? will be removed)

2. Two examples of new fonts for territory labels. I prefer the transparent version in the Supply sector.

To do:

1. Stick-up man

changing from a Lorry to a pickup truck

2. finalize neutral values

3. finish art on all territories

4. pick a territory label font

Here's an example of what I think the neutrals should be.

2 neutrals on all non-starting territories except 4 on those territories needed for an objective and 6 on the Main Stash which is needed for all objectives.

Clearly you've put some thought into the play, so I'll leave you to it.

The success of this map will depend upon the legend making perfect sense in this map, as it will could a challenge for some of our international players. The addition of the inset block is helpful. I recognize that the legend is still a work in progress, so my apologies if t everything I say is unnecessary, but here are some little things that i see:

"Can attack the similar symbols" - Lose the word "the".

Colons before each +X would make it cleaner in my opinion... "5 patrols: +4"

"Stick-up-man" looks funny with two hyphens. I'd drop the second one. Meanwhile, does "autodeploy" also need a hyphen? My guess would be yes.

1. This is an objective map. Four different ones that all include holding the main stash.
2. There are 24 starting territories. Everything starts neutral except the 8 patrol cars, the 4 corner bosses, the 4 runners, the 4 corner junkies, the 4 counters.
That's 4*4 + 8 = 16 + 8 = 24
3. There are 35 other territories that start out as neutral
4. Number of neutrals on those territories has yet to be determined. Proposed 2 on all with the exceptions of 4 on objective territories and 6 on Main Stash

1. This is an objective map. Four different ones that all include holding the main stash.2. There are 24 starting territories. Everything starts neutral except the 8 patrol cars, the 4 corner bosses, the 4 runners, the 4 corner junkies, the 4 counters.That's 4*4 + 8 = 16 + 8 = 243. There are 35 other territories that start out as neutral4. Number of neutrals on those territories has yet to be determined. Proposed 2 on all with the exceptions of 4 on objective territories and 6 on Main Stash

I'll send a message to Telvannia about colour coordination. See what he has to say.

But, before I do that, what about colour coordinating by territory labels? I don't want to take away too much from the art Telvannia has done, and unless it's just territory label colours that are coordinated, I think we're taking away from what he's done.

All the coordinated labels would be filled in as opposed to the clear ones we have now.

Boss and Muscle would have the same colours. Black text.

Counter and Runner could have Yellow text.

Junkie could have Blue text

Stash would have Blue and yellow text because it's part of both bonuses.

I'm not sure about colour coordinating all the objectives though. I mean you take a look at what the objectives are and look around the map. It's easy to see that there are two territories in each of the top, bottom, left, and right sectors.

Drug operation just near the City Hall??? In movies they are always on ports, and we Brazilians think about them on slugs (maybe a better idea). So near the city hall is very strange... And phones attacking phones????

Too much reading to understand the bonuses, too much small bonuses, and a simplist objective, like hold a continent and an specific territory. I think, if the objective is too hard, it will be ignored like in Age of Magic map. If not, it will be taken too easily.

I would also suggest changing the quadrant scheme, I dont think it has the better appeal. And what are those white lines on the streets???

Let me try to field some of your concerns. It is clear that much of this map is based on a cultural experience. I too associate large players in the drug trade with international ports. (I'm not sure what a slug is in Brazil. Here it is a bug.) However, all of the small time drug trade and use goes on in the cities. Often the areas around city hall or the state capitols are pretty run down. These buildings were built in the nicest part of town some 40 or 50 years ago. Now, these areas are often thought of as impoverished. Based on this, the setting for the map is on point.

You also voiced concerns about the difficulty of the objectives, the bonus structure, and the overall design. The variety of maps available on CC reflects the variety of members. We could have a thread where everyone lists their top 5 favorite maps, and almost everyone's post would be different. Personally, I'm not very experienced with objective focused maps; however, I see their value for the site. What I'm very politely trying not to say is, you don't have to play it.

Marvaddin wrote:Drug operation just near the City Hall??? In movies they are always on ports, and we Brazilians think about them on slugs (maybe a better idea). So near the city hall is very strange...

You should come up to california... hang out within two blocks of city hall in San Francisco, LA, or Oakland and somebody will assume you're looking to score.

Marvaddin wrote:And phones attacking phones????

The phones are kinda funny... everybody has cell phones these days!

Marvaddin wrote:Too much reading to understand the bonuses, too much small bonuses, and a simplist objective, like hold a continent and an specific territory. I think, if the objective is too hard, it will be ignored like in Age of Magic map. If not, it will be taken too easily.

I tend to agree that maps are getting a bit too heavy on the rules. I tend to avoid playing maps if I have to constantly keep referring to the legend to know who can attack me where, but that's a personal preference not shared by everybody on CC. If you guys finalize the bonuses, legend wording, and the starting neutral values this should be pretty close to wrapping up the gameplay issues.

at the moment, I'm busy with other things. I'll send a PM to Telvannia about other concerns. I'm sure Tel is busy too.

I'm planning on using coloured text to help distinguish where the objectives and some of the bonuses are.

Right now all the text is see-thru, but I'll make the objective territories black. And, the three inside corner bonuses will be made into colours as well.

The other route we could take is to colour the territories in the corners which go with the mini-bonuses. (Stash, counter, runner, junkie, maybe even boss and muscle).

As far as some of the other comments, I'll address them as I see fit.

phones are necessary to give more movement around the map

I believe those white lines are street lights. I'd have to ask Telvannia though.

This map is similar to Prohibition in that they are both set in a city and are conquer club maps.

The quadrant scheme works for the gameplay we have here. It's a symmetrical map in one way, but not in another. It's not meant for epic games so that's why the objective is fairly easy. Some tinkering is definitely needed though. I think the Hideout sector needs a boost for one. Maybe a slight bonus increase for each muscle (when you have 2nd or Leader).

It is 'rules heavy' but how many times do you have to play a 'rules heavy' map before you figure out how it works? The key is to make sure it's easy enough for people to play on their first go around. I think we're meeting that by colour coordination (either by text as I've said above or possibly making the territories colour coordinated). That combined with the legend actually telling you what the bonuses are is plenty.

We're still tackling the graphics so any suggestions of what to put in territories would be helpful.

1. This is an objective map. Four different ones that all include holding the main stash.2. There are 24 starting territories. Everything starts neutral except the 8 patrol cars, the 4 corner bosses, the 4 runners, the 4 corner junkies, the 4 counters.That's 4*4 + 8 = 16 + 8 = 243. There are 35 other territories that start out as neutral4. Number of neutrals on those territories has yet to be determined. Proposed 2 on all with the exceptions of 4 on objective territories and 6 on Main Stash

I don't know about the green (new) graphics. I kinda dig the existing color scheme.

I'm confused about why the Driver territory has a table instead of a car. Also, I'm still not comfortable with the supplier territory graphics. It's better because you shifted the label, but having it still looks like the table and the helicopter should be separate territories. Please consider making this one box with one graphical feature.

The three columns could be made equal in width. There is a lot of extra space in the middle column because there are only 5 or 6 territories whereas the narrower outer columns have up to 8 territories in a section.

Is there a bonus for holding the Stash House?

Do you have to hold the whole objective at the beginning of a turn or just by the end of a turn to win?